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It almost took us the same amount of time this year as it did last year. We think it's worth the wait. The results are in and we can't wait to share them with you! This year we've received a tremendous amount of help from u/gates0fdawn. She designed the whole infographic you'll see linked below, we're super grateful she took the time to create this, we think it looks super good. I would also like to shout out valuable community members who helped us out with both proofreading and giving valuable opinions. One of our Discord Mods: OldWhiskeyGuy from the subreddit discord server helped with proofreading a lot. u/SirBuckeye for valuable input and thoughts as well as industry officials who doesn't want to be named. Super thankful for all the help! Yet again we kept the age gate, so every account created after August 1st were not allowed to participate in the census.
Responses - We had a total of 5957 responses! That's 1977 less than last year's census. We started sticky commenting a link to the census in threads the final few days of the census which saw a large influx of participants taking the census.
Age - The 18-24 age group had the largest percentage of 51.5%. It declined from last years 56.7%. The 25-34 age group was the second largest with 33.4%, it has increased from 30.9% last year. The 13-17 age group increased from 8.7% to 9.9%. Yet again, it seems like we're getting older y'all.
Gender - Following last years gender identity change we've seen more users choosing more varied responses here. This one might be shocking to a few. 51.8% are Female, 43.6% are Male. Non Binary was the third largest with 1.7%.
Gender Part 2 - 91.9% are Cisgender. 1.9% are Transgender and 2.7% is an Other Gender Identity (Please let us know!) 3.5% didn't want to answer.
Sexuality - Last year about 62.5% chose Straight, this year it's lowered to 58%. 17.3% are Bisexual and 9.7% are Gay (6%) / Lesbian (3.7%).
Relationship Status - We kept the same options as last years census. We went from 76% Single to 75.6% Single! Let's keep the trend going! Last year 16.9% of users were in a relationship, this year it's at 16.5%. Married users increased from 4.7% to 5.3%
Ethnicity - 40.5% are White (Non-Hispanic), 16.6% are East Asian, 15.3% are Southeast Asian. 8.1% are Hispanic/Latino. 6% are mixed race.
Education - This question was first asked last year. This year we tried fixing this question because there were so many options that many users felt a little flabbergasted for what to choose. 34.5% are working on, or already have a Bachelor's Degree. 23.9% Are currently in Some College (No Degree) 8.3% are currently in High Scool and 13.1% are High School graduates. 8% have a Master's Degree. 1.3% has a Doctorate and 1% has a PhD.
Employment Status - With the current world situation we included the option "Covid-Related Uncertainty". 7.9% of you voted this. 34.1% are employed, 30% of students are employed and 13.8% of the students are unemployed. 6.8% are unemployed.
Employment Field - New question last year but updated a tiny amount this year. We see a majority of our users working with Computer Science and Maths, Healthcare, Financial Business, Engineering and Arts, Design & Entertainment.
Where Do You Currently Live?
World Region - 56.8% of the participants are based in North America, majority in the US. 22% are in Europe, majority in the UK. 10.3% in Asia, with most users in Philippines, Singapore and India.
Time Zones - Check the infographic for a better overview for this one. Majority of users are in UTC-05 and UTC-06.
K-Pop Engagement Questions
How were you first exposed to K-pop? - This first segment got divided into two questions this year. Most of our users had their first exposure to K-Pop through a friend, co-worker or classmate. A lot also had their first exposure to K-Pop through Youtube videos and recommendations. 10.6% were exposed to K-Pop through Gangnam Style.
What got you into K-pop? - 29.2% said that there were specific artists / groups that made you stay in the genre. 25.7% got into K-Pop from specific songs and MVs. 15.4 were interested in the songs and albums.
When did you start listening to K-Pop? - The users who started listening to K-pop 5-3 years ago was the largest % here at 19.5%. Last year, 7.8% of our users started listening to K-Pop less than a year ago, that's now gone down to 5.2%.
How do you listen to K-Pop? - Paid streaming rose from 62.2% last year to 63.8% this year. Piracy declined from 18.3% to 14.5%.
What other genres do you listen to? - New question this year. The largest three genres were Pop (80.5%), Hip-Hop / Rap (47.1%) and Rock (42.4%)
Do you know Korean? - 75.9% know very little to no Korean. This is roughly the same as last years census at 75.9%. 3.3% can speak conversational Korean.
Are you learning Korean? - 38.1% wants to learn but haven't taken it seriously yet. 13.5% are actively engaged in learning Korean.
Where do you get your K-Pop news? - 98.8% use kpop to get their news. Twitter, group subreddits, Youtube and Instagram also score high.
How often do you visit kpop? - 35.5% visit kpop multiple times a day. while 31.2% visit about once a day. 21.4% visit a few times per week.
What is your primary way to view kpop? - 44.5% use the official mobile app. This has decreased from last years 60%. 18.1% use Desktop Redesign (me included). This has now overtaken Desktop Old Design at 16.9%.
Is this your first kpop census? Not included as a question in the infographic. 50.8% said that this is their first census. 22.5% had their first census last year. 26.7% said that their first census was two or more years ago.
IU (2175 votes)
Chungha (2004 votes)
Sunmi (1782 votes)
Taeyeon (1442 votes)
Taemin (1080 votes)
Agust D / Suga (1046 votes)
Hwasa (1046 votes)
Baekhyun (900 votes)
Hyuna (879 votes)
Zico (700 votes)
IU (1st, 2175) reclaims the 1st place over Chungha (2nd, 2004). Sunmi (3rd, 1782), Taeyeon (4th, 1442) and Taemin (5th, 1080) keep their same position as last years census. Agust D (6th, 1046) has moved from last year's 8th place and moved up to a combined 6th place with newcomer Hwasa (6th, 1046) Hwasa was previously voted 17th place at last years census. Baekhyun (8th, 900) was placed at 16th place at last years census but now climbed up to 8th. Hyuna (9th, 879) was 7th place at last years census but is now at 9th place. Zico (10th, 700) was voted to 23rd place last year, he's now up to 10th place. Artists who dropped out of the top 10: RM (12th, 658), Heize (13th, 637), Dean (14th, 620).
Red Velvet (2857 votes)
TWICE (2410 votes)
BTS (1876 votes)
ITZY (1555 votes)
BLACKPINK (1550 votes)
MAMAMOO (1464 votes)
NCT (All Units) (1382 votes)
LOONA (All Units) (1345 votes)
(G)I-DLE (1334 votes)
EXO (1320 votes)
Red Velvet (1st, 2857) retakes their throne over TWICE (2nd, 2410) this year. BTS (3rd, 1876) is still topping the boy group vote. ITZY (4th, 1555) was placed 12th place last year. They have now moved up and taken the 4th place, they have pushed Girls' Generation (12th, 1155) out of the top 10. LOONA (8th, 1345) was 4th last year but has now been overtaken by NCT (7th, 1382), MAMAMOO (6th, 1464) and Blackpink (5th, 1550). EXO (10th, 1320) went from 8th last year to 10th this year. Artists who dropped out of the top 10: Girls' Generation (12th, 1155). I recommend checking the infographic for this one to see the differences in male and female voting in both favourite groups and favourite soloists.
Thank you all for participating in this years census! Sorry it took a little while for us to upload it, but we tried to do it as fast as possible. If there are any questions you'd like to see altered or improved for next years census then we're all ears. We think more data is better. Cheers, and stay safe during this crazy pandemic. Nish
Hey, it's some weirdo again. Bored on a gloomy day, thought I'd write down some thoughts. I see a lot of my fellow sissy weirdos having a lot of serious struggles with whether to come out, whether to live full time, and what kinds of secrets to have. It can be a very painful thing to struggle with, and for a lot of people it's what leads a harmless kink into some serious depression and anxiety. So I just wanted to share a bit about what I've learned along the way in the hopes that it could be beneficial to someone reading. Now just to start with, I have very little judgement and I don't aspire to be a bummer. The last thing I want to do is make you overthink your love of sucking cock, your desire to have your sensitive little sissy nips played with while you're in a pink tutu, or make you feel bad about your secret panty collection. This should be fun, and you should have fun! I don't think sex is inherently something to be ashamed of, nor do I think eschewing normal gender roles is inherently problematic. So don't worry, sweet little sluts, I have you. That said, we do get a little serious towards the end. I feel like I need to give a disclosure here: I live my life as a cis man, but experience some gender dysphoria and have been having sissy experiences for something like a decade. I'm not a mental health professional, and if you're struggling with serious depression, go find one instead of reading reddit threads. That said, if you want someone to relate to, some of my experiences might help. Definition of Sissy So though a million people have done this in the past, I wanted to start by defining what a sissy is. The fact is that nobody can really make a definition that works for everyone as there is no true authority on the matter. But from reading what others have interpreted and from my own personal life experience, I think that a sissy is a person born male who gets sexual gratification out of the idea of being forced/ coerced/ or seduced into acting feminine, dressing feminine, or taking on a feminine role in sex. This is meant to stand in contrast to a trans woman, who is a person assigned male at birth but who identifies distinctly as female. Trans women can certainly still enjoy sissy play, but not all sissies are trans. What's probably the most important thing to take from this definition of sissy is that it sort of has some inherent discord to the definition: "sissy" describes a person who should have had the OPPORTUNITY to be male and masculine, but who instead chooses or is forced to portray a feminine role. The very existence of sissies is thus in a state of inherent disharmony, a disharmony echoed in most sissy porn that frequently expresses coercion or plays off the idea of being degraded to a point of sexual submission. In essence, it's about being one thing AND another, at the same time. It's no surprise then that the idea of secrets and imbalance are an inherent part of the ideology. You are effectively living your life as one thing and another, so it's normal that people confront this idea of secrets and what to be open with. The Value of Secrets In short, everyone has secrets, and secrets can be a fun thing. We all like to act like we're open books, but the fact of the matter is that everyone you know has something they don't share with the world. More of us than not have unique sexual interests or have had unique sexual experiences, and even outside of sex, we all have things we don't want the world to know about. You shouldn't feel like a freak if you have a fun obsession with sexy sissy stuff. If you day dream about having a mouth full of cum all the time, you shouldn't feel bad about that. Gargle away. Secrets in this case are not inherently a bad thing. By their very nature they express a certain vulnerability: they represent something that you know that you wouldn't want the world to know about, and that can make you feel like there's a moralistic imperative to have less of them. Basically you're afraid of your secret leaking to the world, so you think to yourself that your secret is inherently bad. But it isn't! The way I always think about it is this: does your mom need to know what your favorite sex position is? Does your boss need to know when your first hand job was? These are fundamental experiences we all have that don't need to carry a moral weight to them, but that also don't need to be shared in the world. Your personal fetishes can be the same. And there are, from my personal experience, some benefits to having secrets. I spent a long time in my 20s being pretty closeted about my sexual endeavors. I'd meet up with guys from craigslist and suck their cocks, I would dress in my girlfriends clothes and have two guys over to double end me, I snuck off to gay sex parties where i'd suck cock and get fucked by strangers, and the world didn't know about it. As much as I did feel some vulnerability that my secrets might be exposed, I also felt an ongoing sense of confidence. When you have secrets like that, certain things in the world can't touch you. insults that people might make about you or assumptions about you just roll off your back: you know that they don't know the real you, so how could their opinion about you really matter? Only you know the real you. They just see what you want them to see. their judgments mean nothing. Additionally, going through some of the real scary and intense sort of stuff--having gay sex in a public restroom or glory hole, or going to a strangers house to fuck--can sort of turn down the volume on other things in life. Stuff that used to be scary simply isn't anymore because you've dealt with some REAL scary shit, and survived. Even when your secret is that you love taking it in the ass and guzzling piss and cum, it can be empowering to simply have something for YOURSELF. something that you do, because you want to do it, and you aren't afraid of the world's repercussions. The Cost of Secrets All of that said, there are certainly costs to being a secretive person, and some of those costs can be pretty serious and a real bummer. Some of them can have a drastic effect on your mental health. The first thing to confront for sissies of course is whether or not you're expressing internal homophobia or misogyny. Feeling closeted can be an awful feeling. Watching people be out and proud about being gay or being trans and you yourself having impulses that you don't share can make you see yourself as a coward, or a liar, or a fake. You can feel like you're hurting people who are out, or hiding from people who scare you. There's a lot of nuance in the sissy world about this kind of thing so I won't go at it at length, but I would encourage everyone to try to step away from those classic "is being a sissy gay" or "am i gay if i just wanna suck cock" kind of arguments. These sort of things still put the term "gay" as being this awful, OTHER thing that you don't want to be. It's inherently qualifying gay as being a worst case scenario, something to avoid, something to be afraid of. So i would encourage you to have less fear of it as a sexual identity. maybe you are bisexual, or queer, or curious, or whatever. It doesn't matter. What matters is how you feel about it. If, to you, having a preference to suck cock isn't any different than a slight preference for doggy style, then sure, maybe you don't have an obligation to come out as gay or bi or whatever. Looking at some cock here and there isn't a big deal. But if for you it's causing you to feel ashamed, then consider coming out as queer or bisexual. That's what i did! eventually i started feeling awful about being closeted in a world full of hate and homophobia, so i came out. For me, it was a good decision that ended up having a remarkably small effect on my life, and it separated a lot of the mental baggage i had. I still had my secrets, nobody knew exactly WHAT i was doing with guys, but knowing that the world had an idea made me a lot less afraid to be exposed to the world, a lot less ashamed of who i was as a person. So, to summarize, it's a personal decision, but consider non-binary options. You can identify however you want, to whoever you want. Shades of gray are not only permitted, but inevitable. (quick note: there's nothing cowardly or shameful about not coming out if you're in a scary situation. if you live with your parents and your dad is an awful homophobe, you don't have to feel an obligation to come out that said, you should start the wheels on doing ANYTHING and EVERYTHING you can to get out of that situation, at your own pace. get a job, save money, make a plan to move out and gain your own independence so you can start being yourself.) The next risk of being secretive concerns your partners. Many of you are in straight relationships and you might feel like you've got past the point of no return: if you were going to tell your partner that you sometimes suck cock or that you want to wear her clothes or that you look at weird sissy hypno porn, you feel like you should have done it by now. maybe you feel like she won't love you or respect you anymore. This obviously is going to be very different from relationship to relationship. But I would strongly recommend that you open up to people you're in relationships with, and try to do it early. The longer you're with a person the higher the odds are that they'll somehow find out what you've been up to, and if they find out that you have a whole sexual identity that they weren't aware of when they've been with you for years, this can be a very painful and traumatizing process. It isn't that the things you enjoy are inherently BAD, it's simply that you've shown that you don't trust this person to know the whole you, or to be welcomed in. and that can put a serious dent in a relationship. You certainly don't need to tell your partner every time you jerk off or show them what porn you like (unless you do that in a fun, kinky way). but if it's going to be an increasingly big part of your life, consider opening up to them about your interests. In the end, you deserve to be loved and appreciated for who you really are. \**incoming, important part**** Which leads into the biggest problem with secrets. Secrets are fun at first; as stated above, you get a thrill out of having these secret parts to you, these things that make you unique and special. you feel excited, horny, thrilled, and you have a good time. But there is a consequence to this, and that is that you'll begin to subconsciously feel that the people in your life don't know the REAL you. You'll come to believe that your friends, family, and partners only love the version of you that you PROJECT into the world, that they only love you because of who you fake you are. And when you're in a dark place in your life and you're trying to convince yourself that you are a good person, a person who's life has meaning and value... then a loved one looking you in your eyes and telling you they love you and think you're a good person will begin to feel hollow. You won't be able to take comfort in it, because you'll know that they don't actually know the REAL you. and you'll resent that part of yourself, and the people who don't know the real you, and you'll convince yourself that if they DID know the real you, they would hate you. If it isn't clear, I'm talking a bit from experience here. But fear not, there is a way out. I was a man full of secrets and lies, and eventually i realized that to really enjoy my life the way i wanted to i'd have to just be honest. I worked with my partner to open up about who i am and open up our relationship so that i could get what i needed, i gave my friends loose details about me being into weird kinky stuff (and didn't go into more detail than that) and came out as bisexual. And now, when my partner says she loves me, i can believe it. I know she knows the real me. And I have to tell you, my fellow perverts, having someone know the real you, know your deepest darkest feelings and secrets, and still LOVE you is just... the best feeling there is. Whether it's your partner or your friends or your family, it's a very uplifting feeling. So it takes work to communicate these things. You'll need to go out of your comfort zone. you'll hurt feelings, you'll have a hard time communicating, you'll stumble, you'll have moments of remorse. But if you get to the end of that road, you'll be happier and more free than you thought you could be. Whether to go Full Time Ok again, have to say that I'm not a therapist and i'm not a trans person, so take anything I say here with a grain of salt. But I know that lots and lots of you fine sissies are struggling with whether to go from fantasy to reality and transition. The first and most important thing here is that there isn't anything inherently wrong with being trans! So don't consider it a worst case scenario or anything that you should look at with dread. lots of people transition and live much happier lives, so if that's the path for you, enjoy yourself. That said! As I stated above, there's this inherent idea of being a "sissy" that means that you know that you're a man but believe you should act like or be treated like a woman. So a lot of the porn that goes along with sissy stuff tends to deliver this tempting, taunting message that you should finally take the plunge, take the leap, give in to your true desires, and transition. I guess I'd just say that you should jerk off and then think about it, if i'm being straight with you. We all get pretty ... intense, when we're in the heat of a sexual moment. when i'm horny and desperate you can feed me your ass and piss and spit in my face and i'll beg you desperately for more. I've done some shit. And for me personally, it does make me want to fall headlong into sissy play. I want to shave every inch of me, convert my body, throw away all my boxer shorts and be the sissy cock sucker cum dump i was meant to be. But i guess just keep in mind that real life is, in fact, real life. you can't actually look at the life of a cock sucking sissy as a simple ALTERNATIVE to your hum drum life because the fact is that sissies also need to do things like pay rent, have jobs, see their families on the holidays, raise their kids, see that guy from high school at the mall... all the stuff we have to do every day. The fact is there just aren't all these rich guys who want to pay you to dress pretty and be their slut, and the people who do get close to that, just get a few years out of it before they age out. So just jerk off. get it all out of your head, then go back and ask yourself how transitioning would effect your life goals, your relationships with people, and everything else you have going on. if it meets your goals, then go talk to a therapist and see if it's a good idea! If not, maybe you should just chill out and enjoy that you have this ever tempting fetish that you can enjoy for the rest of your days. In the End, Open Your Mind So that's pretty much it. I'd just want to end on this: a lot of sissies feel anxiety about their personal identity because they're trying to force that identity into boxes other people have defined. Whether you're gay or straight, whether you're a male or female, whether you're full time or part time, passable or not, a slave or a pillow princess, a cum addict or just a fantasizer.... these are all just toys for you to play with. none of them have to define you. none of them have to hurt you. you can use them to build up the identity and routine that gives you a sense of sexual satisfaction while preserving your greater life goals. so have fun with it, and relax. the world is your playground. note: if you liked reading this, i've written about lots of other sissy stuff on reddit. just click on my page and you'll see more, i think, i dunno i don't really know reddit. also, i love talking about sex and sexuality, so feel free to dm me with any questions if you don't like to comment directly.
After the excellent Wasteland 2, we were excited to get our hands on the new installment, and we can say without fear that it has met expectations. Wasteland 3 is a sign of the love that InXile has for his work and Brian Fargo for the genre that has created a name for him. If you are a lover of the saga or the genre, do not hesitate to enjoy it.
Wasteland 3 doesn’t pull any punches with its subject matter in sexuality, violence, and language. But if you are fine with that, I would highly recommend you give Wasteland 3 a shot, especially if you were (or still are) a Fallout fan.
On Paper Wasteland 3 sounds like the perfect RPG-Dream but the execution leaves much to be desired. Bugs, Glitches and graphics that doesn't really represent a game that releases and the end of this console generation are a bit of a letdown. Everything else from the great story, entertaining NPCs, solid battle system, clever leveldesign over to the love for details is amazing, besides some flaws that should soon be fixed, as inXile and Brian Fargo promise. Everyone that wasn't happy with the latest Fallout Games will surely love Wasteland 3.
Wasteland 3 is a old-school role-playing game, with a compelling story, a combat system that promises but is not groundbreaking and some funny moments and black mood, which always remind us that we are in a post apocalyptic world, but with a smile. Don't forget the powerful character editor, rhythm voices, and the beautiful scenery that puts you in that atmosphere of cold and snowy Colorado.
Wasteland 3 can be a bit of slog if you're gunning for marathon gaming sessions with it at the helm. Combat, whilst exciting initially can fall into the traps of repetition. A little more variety could have negated some of the repeated player actions. That said, the story is compelling and the characters an interesting assortment of misfit survivors, although perhaps fitting post-apocalyptic stereotypes. It's a fun, easy to play game overall though that should well-please fans of the series and keep players entertained for quite some time with its high replay-value. However, aside from some bugs here and there, the impressive amount of voice-work on offer, the character building is the best part of the experience where you can really nurture your ranger squad in this snowy post-apocalyptic world.
At least in my time with it, Wasteland 3 has been a fascinating experience. I’ve come to appreciate its depth of gameplay, character, building, and exploration, even if some of its pieces and parts still feel very foreign to me.
I will be even happier with Wasteland 3 once it’s patched and most of the bugs that bit me end up getting squashed. Even in its current state I’m having a grand ol’ time bringing some justice to the cold depths where no Ranger has dared to before. But for as much of a blast as I’m having out northeast in the cold, I hope I can make it back to sunny Arizona in time to save my fellow lawmen!
Wasteland 3 is a throwback to the old School RPGs of yesteryear, while providing a new combat experience and a bigger world. Players that liked previous Fallout Games, or games like Wasteland 2 or Baldur's Gate will feel right at home with this title, and will have the opportunity to try X-Com like combat. For the amount of content provided, 60 USD is a very good price, and fans of the genre should get more than their money's worth.
Wasteland 3 doesn't bring much new to the table, both as a CRPG and as a piece of post-apocalyptic fiction. But, it's a terrifically executed role-playing game that rewards player investment from beginning to end.
Wasteland 3 is a heady crescendo of post-apocalyptic story-telling. Its combat is compelling and fun while its characters and overall plot are engrossing, even when it goes to some dark places. A must-play for tactical RPG fans.
We’ll update this review if the game is fixed, and the issues outlined are fixed or at least addressed; and then I’ll pick it back up. As it stands now, I’ll be playing something else that isn’t as apt to crash. Buyer beware.
There are a few misgivings related to Wasteland 3's technical aspects, mechanics, and overall challenge. However, its cast of characters (both old and new), the switch to a traditional turn-based combat system, and branching paths filled with decisions and dire consequences make for a superb journey with the Desert Rangers.
With a focus on freedom of choice that is second-to-none, Wasteland 3 has set the benchmark for CRPG narratives, all the while being supported by wonderfully engaging gameplay and roleplaying mechanics.
It took me a while to realize how much these interactions, whether it be the interpersonal conversation or combat encounters themselves, stuck with me. Wasteland 3 has rules, but they only exist for you to bend them. With limitless character creation combinations, branching dialogue choices that affect what quests you do or don’t experience, and multiple endings, Wasteland 3 is an expanse of content and opportunity. The change in locale does wonders, no longer relying on a tired post-apocalyptic biome. Wasteland 3 has a wonderful backdrop in Colorado’s frozen wastes, making it the perfect place to spend a nuclear winter.
Wasteland 3 takes players to a new location and presents them with equally unfamiliar challenges, yet still perfectly demonstrates all of the reasons why this series has had die-hard fans for over three decades, and is absolutely worth playing for anyone looking for their next post-apocalyptic fix.
Wasteland 3 doesn't change its predecessor's successful formula but, outside of certain design limitations, it perfects and modernizes it. It's easily the best game in the franchise, in terms of pure technique, and one that clearly gives you an idea of what inXile is able to achieve.
Wasteland 3 is a good role-playing game, technically passable but enriched by a dense network of intriguing subplots that will push the most dedicated to play it several times. Watch out for the ever-present release bugs, though – best to wait a couple patches if you want to avoid unnecessary hurdles.
Wasteland 3 features everything only the best role-playing games do: an engaging story powered by excellent writing, compelling characters, tons of customization options, and a deep tactical combat system that feels fresh even after dozens of hours. But, most of all, it features a living world that reacts to what the player does, and changes depending on how the player decides to deal with the troubles ahead, providing a role-playing experience of the highest degree, one that very few games can boast of.
Wasteland 3 is a testament to the power of the branching narrative, taking it far beyond binary choices and into a grand canopy of cause and effect. It gives the wintry climbs of Colorado a lifelike quality that must have been painstaking to build. The most impressive RPG in years, Wasteland 3 is a masterpiece.
Wasteland 3 shines with clear dedication to crafting the best game its genre has ever seen. Excellent visuals are matched by top notch voice work and some of the best and most natural writing I have seen in a video game not made by Naughty Dog. The combat is a brutal dance where one wrong move can spell disaster, but victory is an exhilarating rush that never becomes old. Wasteland 3 cements inXile as one of the best in the business in the RPG genre and affirms that Xbox has something truly special on their hands.
Recently on the csharp subreddit, the post C# 9.0 records: immutable classes linked to a surprisingly controversial article discussing how C# 9.0's records are, underneath it all, immutable classes. The comments are full of back-&-forth over whether one should use records for ease or structs for performance. The pro-struct argument revolved around the belief that performance should always be a developer's #1 priority, and anything less was the realm of the laggard. Here is a real-world example that shows with stark clarity why that kind of thinking is wrong. Consider the following scenario:
You're working on a game with dozens, maybe hundreds of people on the team; you don't know because when you were cross with facilities about them removing all the fluorescents, you got accused of being against the new energy saving initiative. Now you swim in a malevolent ocean of darkness that on some very late nights alone in the office, you swear is actively trying to consume you.
The team that preceded you inherited an engine that is older than OOP, when source repositories were stacks of 8-inch floppies, and it looked as if Jefferson Starship was going to take over the world. One year ago they bequeathed upon the company this nightmare of broken, undocumented GOTO spaghetti & anti-patterns. You're convinced this was their sadistic revenge for all getting fired post-acquisition.
Management denied your request to get headcount for an additional technical artist, but helpfully supplied you with an overly nervous intern. After several weeks working alongside them, you're beginning to suspect they're pursuing something other than a liberal arts degree.
Despite the many getting started guides you spent countless evenings writing, the endless brownbags nobody attended, and the daily dozen emails you forward to oppressively inquisitive artists comprised of a single passive-aggressive sentence suggesting they scroll down to the part that begins FW: FW: FW: FW: FW: FW: RE: WE BROKE TOOL NEED WORKAROUND ASAP ...
...yes, despite all of that, the engineering team still spent days tracking down why the game kept crashing with Error 107221: У вас ошибка after re-re-re-re-re-throwing an ex_exception when it couldn't (and should never even try to) load a 16K-textured floor mat.
Despite your many attempts to politely excuse yourself, one blissfully unaware artist exhausts 48 minutes of your lunch break explaining how the Pitchfork review for the latest "dope slab" of this TikTok-Instagram-naphouse artist you never heard of was just sooooo unfair.
And then in their hurry to finish up & catch the 2:30 PM bus home, they forget to toggle Compress To CXIFF (Custom Extended Interchange File Format), set the Compression slider 5/6ths of the way between -3 & -2, look to their left, look to their right, click Export As .MA 0.9.3alpha7, and make absolutely, positively, 100% SURE not to be working in prod. And THAT is how the game explodicated.
You know better than anyone the intermediate file format the main game loop passes to Game.dll, memory mapping it as a reverse top-middle Endian binary structure.
You know for 381 of the parameter fields what their 2-7 character names probably mean.
YOU know which 147 fields always have to be included, but with a null value, and that the field ah_xlut must ALWAYS be set to 0 unless it's Thursday, in which case that blackbox from hell requires its internal string equivalent: TRUE.
YOU know that the two tech artists & one rapidly aging intern that report to you would totally overhaul tooling so artists would never "happen" again, but there just aren't enough winters, springs, summers, falls, July 4ths, Christmas breaks, Presidents Days, and wedding anniversaries in a year to properly do so.
And so somehow you do. A blurry evening or two here. A 3:00 AM there. Sometimes just a solitary lunch hour.
Your dog no longer recognizes you.
You miss your wife calling to say she's finally cleaning out the hall closet and if you want to keep this box of old cards & something in plastic that says Underground Sea Beta 9.8 Grade, you better call her back immediately.
And your Aunt Midge, who doesn't understand how SMS works, bombards you one evening: your father is... no longer with us... they found him... 1 week ago... in an abandoned Piggly Wiggly... by an old culvert... split up... he was then... laid down to rest... sent to St. Peter's... and your father... he's in a better place now... don't worry... it's totally okay... we decided we will all go... up to the mountain
You call your sister in a panic and, after a tidal wave of confusion & soul-rending anxiety, learn it was just Hoboken Wireless sending the messages out of order. This causes you to rapidly cycle.
On your bipolar's upswing, you find yourself more productive than you've ever been. Your mind is aglow with whirling, transient nodes of thought careening through a cosmic vapor of invention. It's like your brain is on 200mg of pure grade Adderall.
Your fingers ablaze with records, clean inheritance, beautiful pattern matching, bountiful expression syntax, aircraft carriers of green text that generate the most outstanding CHM for an internal tool the world has ever seen. Readable. PERFECTLY SOLID.
After much effort, you gaze upon the completed GUI of your magnum opus with the kind of pride you imagine one would feel if they hadn't missed the birth of their son. Clean, customer-grade WPF; tooltips for every control; sanity checks left & right; support for plugins & light scripting. It's even integrated with source control!
THOSE GODDAMNED ARTISTS CAN'T FAIL. YOUR PIPELINE TOOL WON'T LET THEM.
All they have to do is drag content into the application window, select an options template or use the one your tool suggests after content analysis, change a few options, click Export, and wait for 3-5 minutes to generate Game.dll-compatible binary.
Your optimism shines through the commit summary, your test plan giddy & carefree. With great anticipation, you await code review.
A week goes by. Then two. Then three. Nothing. The repeated pinging of engineers, unanswered.
Two months in you've begun to lose hope. Three months, the pangs of defeat. Four months, you write a blog post about how fatalism isn't an emotion or outlook, but the TRANSCENDENCE of their sum. Two years pass by. You are become apathy, destroyer of wills.
December 23rd, 2022: the annual Winter Holidays 2-hour work event. The bar is open, the Kokanee & Schmidt's flowing (max: 2 drink tickets). The mood a year-high ambivalent; the social distancing: acceptable. They even have Pabst Blue Ribbon, a beer so good it won an award once.
Standing beside you are your direct reports, Dave "Macroman" Thorgletop and wide-eyed The Intern, the 3 of you forming a triumvirate of who gives a shit. Dave is droning on & on about a recent family trip to Myrtle Beach. You pick up something something "can you believe that's when my daughter Beth scooped up a dead jellyfish? Ain't that something? A dead jellyfish," and "they even had a Ron Jons!"
You barely hear him, lost as you are in thought: "I wishIhad 2 days of vacation." You stare down ruefully at your tallboy.
From the corner of your eye you spot Milbert, index finger pointed upward, face a look of pure excitement.
"Did I tell you about my OpenWinamp project? It's up on SourceForge", he says as he strides over. It's unsettling how fast this man is.
Dave snickers. The Intern keeps staring wide-eyed. You position yourself somewhat close to the studio's 3 young receptionists, hoping they serve as a kind of ritual circle of protection.
It works... kind of. Milbert is now standing uncomfortably close to The Intern, Dave nowhere to be seen.
From across the room you distinctly hear "Think about it, the 1st-person UI could be Lua-driven Electron."
The Intern clearly understands that words are being spoken to them, but does not comprehend their meaning.
You briefly feel sorry for the sacrificial lamb.
You slide across the wall, putting even more distance between you & boredom made man. That's when you spot him, arrogantly aloof in the corner: Glen Glengerry. Core engineering's most senior developer.
Working his way up from a 16-year old game tester making $4.35 an hour plus free Dr. Shasta, to pulling in a cool $120K just 27-years later, plus benefits & Topo Chicos. His coding style guides catechism, his Slack pronouncements ex cathedra; he might as well be CTO.
You feel lucky your team is embedded with the artists. You may have sat through their meetings wondering why the hell you should care about color theory, artistic consistency, & debates about whether HSL or CMYK was the superior color space (spoiler: it's HSL), you were independent and to them, a fucking code wizard, man.
And there he stands, this pseudo-legend, so close you could throw a stapler at him. Thinning grey-blonde tendrils hanging down from his CodeWarrior hat, white tee with This Guy VIMs on the back, tucked into light blue jeans. He's staring out into the lobby at everything and yet... nothing all at.
Maybe it's the 4.8% ABV. Maybe it's the years of crushing down anger into a singularity, waiting for it to undergo rapid fiery expansion, a Big Bang of righteous fury. Maybe it's those sandals with white socks. Maybe it's all three. But whatever it is, it's as if God himself compels you to march over & give him a piece of your mind, seniority be damned.
"Listen, you big dumb bastard..."
That... is maybe a little too aggressive. But Glen Glengerry barely reacts. Pulling a flask out of his back pocket, he doesn't look over as he passes it to you.
Ugh. Apple Pucker.
"I thought bringing in your own alcohol was against company policy", wiping sticky green sludge from your lips. He turns with a look of pure disdain & snorts.
"You think they're going to tell ME what I can & can't bring in?" He grabs the flask back, taking a big swig.
For what feels like an eternity, you both stand in silence. You swallow, speaking softly. "None of you even looked at my code. I worked very, very hard on that. My performance review for that year simply read 'recommend performance improvement plan." The words need no further context.
"I know", Glen² replies. "That was me."
Now you're not a weak man, and maybe in some other circumstance you would have punched him in the goddamn lip. But you feel nothing, just a hollowness inside. "Why?", you ask, wondering if the answer would even matter.
"Because you don't use Bulgarian notation. Because your method names aren't lower camel case. Because good code doesn't require comments. Because you use classes & records over more performant structs, pointlessly burdening the heapstack. BECAUSE. YOUR CODE. IS. SHIT."
You clinch your fists so tightly the knuckles whiten.
He looks away from you, taking another sip of green goo. "You're not a coder. You're an artist masquerading as one" he speaks, as if it were fact.
The only thing artistic about you is the ability to create user-friendly internal tooling using nothing but a UI framework, broken down garbage nobody wants to touch, & sheer willpower. If your son's life depended on you getting accepted into art instruction school, you couldn't even draw a turtle.
He doesn't pause. "I'll champion ruthless micro-optimization until the day I die. But buddy, I'm going to let you in on a little secret: you aren't here to improve workflow. You're here to LOOK like you're doing something NOBODY else can."
He goes on. "What do you think those artists are going to do when they have to stare at a progress bar for 4, 5 minutes? They're going to complain your tool is slow."
"Sure, it may take them 20, 30 minutes to do it the old way, there'll be an error, and either they'll stare at it for 30 minutes before adding that missing semi-colon or they'll come get you. And you'll fix it. And 1 week later, they won't remember how. And you'll stay employed. And every. Body. Wins."
A little bit of the pride, the caring, wells back up inside from somewhere long forgotten.
"You don't think we should care about rapid application development & KISS, quickly getting things out that help our team, instead devoting ourselves to shaving off ticks here & there? What do you think artists are going to do with those 4 minutes you talk about?
You don't stop. "I'll tell you what they'll do. They'll 9GAG for 20 minutes straight. They'll listen to podcasts about dialectical materialism vis-a-vis the neo-feudalism that is a natural extension of the modern world's capitalist prison. They'll Reddit."
His silence gives you the bravery to push the limits.
"Christ, man. Are you only in it for the $120K..."
He corrects you: "...$123K."
"...only in it for the $123K/year? The free snacks from the microkitchen? The adulation? Have you no sense of comraderie?? No desire to push us to something better?! No integrity?!!!"
His eyes sharply narrow, face creases in anger. You clearly have overstepped your bounds.
"You thinkIdon't have integrity? No sense of teamwork? I'm only in it for the cold cash? You think I don't care about you all?", he roars.
A light volley of small green flecks land on your face.
"Why do you think they made a 16-year old tester the lead developer of a 1993 Doom clone?! Because my code was clean & painless to work with?! Because I made coding look easy?! No! IT WAS BECAUSE I WAS A GOD TO THEM.
And from a God, a PANTHEON. We built monuments to over-engineering! We crafted that of 7 weeks onboarding, that of immortal bugs, demonic hosts spawned by legion from the very loins of a fix. It took 2 years before a developer could BEGIN to feel confident they knew what they were doing. And by that time, they were one of US!
You think the team we laid off November '19 was fired because they were bad at their jobs? NO! It was because they worked themselves out of one. They didn't leave us a broken pipeline. They left an internal Wiki, a wealth of tools & example projects, and a completely transparent code base.
We couldn't have THAT, now could we? No, we couldn't. So we got rid of it. ALL OF IT. Poof. Gone. Just like that. Before anyone even knew a THING."
He leans forward, so close his psoriasis almost touches yours. With an intensity that borders on frightening, he whispers "You think they left us Game.dll? I fucking *MADE** Game.dll."*
The words hit hard like a freight train.
And without another word, he turns & leaves. You're left there, alone, coworkers milling about, with only one thought.
Were one to get a hobby, should it be cocaine?
It's these kinds of situations that make me believe there are far more important considerations than a ruthless dedication to performance, even in the game industry as my real-world scenario so clearly demonstrates.
Once a year, this subreddit hosts a survey in order to get to know the community a little bit and in order to answer questions that are frequently asked here. Earlier this summer, several thousand of you participated in the 2020 Subreddit Demographic Survey. Only those participants who meet our wiki definition of being childfree's results were recorded and analysed. Of these people, multiple areas of your life were reviewed. They are separated as follows:
Career and Finances
Religion and Spirituality
Sexual and Romantic Life
Childhood and Family Life
State of the Subreddit
Our sample is redditors who saw that we had a survey currently active and were willing to complete the survey. A stickied post was used to advertise the survey to members.
The raw data may be found via this link. 7305 people participated in the survey from July 2020 to October 2020. People who did not meet our wiki definition of being childfree were excluded from the survey. The results of 5134 responders, or 70.29% of those surveyed, were collated and analysed below. Percentages are derived from the respondents per question.
18 or younger
19 to 24
25 to 29
30 to 34
35 to 39
40 to 44
45 to 49
50 to 54
55 to 59
60 to 64
65 to 69
70 to 74
82.25% of the sub is under the age of 35.
Gender and Gender Identity
Because the list contains over 120 countries, we'll show the top 20 countries:
Country of birth
90.08% of the participants were born in these countries. These participants would describe their current city, town or neighborhood as:
The top 10 industries our participants are working in are:
Education - Teaching
Admin & Clerical
Restaurant - Food Service
Note that "other", "I'm a student", "currently unemployed" and "I'm out of the work force for health or other reasons" have been disregarded for this part of the evaluation. Out of the 3729 participants active in the workforce, the majority (1824 or 48.91%) work between 40-50 hours per week with 997 or 26.74% working 30-40 hours weekly. 6.62% work 50 hours or more per week, and 17.73% less than 30 hours. 513 or 10.13% are engaged in managerial responsibilities (ranging from Jr. to Sr. Management). On a scale of 1 (lowest) to 10 (highest), the overwhelming majority (3340 or 70%) indicated that career plays a very important role in their lives, attributing a score of 7 and higher. 1065 participants decided not to disclose their income brackets. The remaining 4,849 are distributed as follows:
$0 to $14,999
$15,000 to $29,999
$30,000 to $59,999
$60,000 to $89,999
$90,000 to $119,999
$120,000 to $149,999
$150,000 to $179,999
$180,000 to $209,999
$210,000 to $239,999
$240,000 to $269,999
$270,000 to $299,999
$300,000 or more
87.85% earn under $90,000 USD a year. 65.82% of our childfree participants do not have a concrete retirement plan (savings, living will).
Religion and Spirituality
Faith Originally Raised In
There were more than 50 options of faith, so we aimed to show the top 10 most chosen beliefs.
None (≠ Atheism. Literally, no notion of spirituality or religion in the upbringing)
This top 10 amounts to 95.01% of the total participants.
There were more than 50 options of faith, so we aimed to show the top 10 most chosen beliefs:
None (≠ Atheism. Literally, no notion of spirituality or religion currently)
This top 10 amounts to 94.65% of the participants.
Level of Current Religious Practice
Wholly seculanon religious
Identify with religion, but don't practice strictly
Lapsed/not serious/in name only
Observant at home only
Observant at home. Church/Temple/Mosque/etc. attendance
Strictly observant, Church/Temple/Mosque/etc. attendance, religious practice/prayeworship impacting daily life
Single and dating around, but not looking for anything serious
Single and dating around, looking for something serious
Single and not looking
Is your partner childfree? If your partner wants children and/or has children of their own and/or are unsure about their position, please consider them "not childfree" for this question.
I don't have a partner
I have more than one partner and none are childfree
I have more than one partner and some are childfree
I have more than one partner and they are all childfree
Dating a Single Parent
Would the childfree participants be willing to date a single parent?
No, I'm not interested in single parents and their ties to parenting life
Yes, but only if it's a short term arrangement of some sort
Yes, whether for long term or short term, but with some conditions (must not have child custody, no kid talk, etc.), as long as I like them and long as we're compatible
Yes, whether for long term or short term, with no conditions, as long as I like them and as long as we are compatible
Childhood and Family Life
On a scale from 1 (very unhappy) to 10 (very happy), how would you rate your childhood? Figure 3 Of the 5125 childfree people who responded to the question, 67.06% have a pet or are heavily involved in the care of someone else's pet.
No, I am not sterilised and, for medical, practical or other reasons, I do not need to be
No. However, I've been approved for the procedure and I'm waiting for the date to arrive
No. I am not sterilised and don't want to be
No. I want to be sterilised but I have started looking for a doctorequested the procedure
No. I want to be sterilised but I haven't started looking for a doctorequested the procedure yet
Yes. I am sterilised
Age when starting doctor shopping or addressing issue with doctor. Percentages exclude those who do not want to be sterilised and who have not discussed sterilisation with their doctor.
18 or younger
19 to 24
25 to 29
30 to 34
35 to 39
40 to 44
45 to 49
50 to 54
55 or older
Age at the time of sterilisation. Percentages exclude those who have not and do not want to be sterilised.
18 or younger
19 to 24
25 to 29
30 to 34
35 to 39
40 to 44
45 to 49
50 to 54
55 or older
Elapsed time between requesting procedure and undergoing procedure. Percentages exclude those who have not and do not want to be sterilised.
Less than 3 months
Between 3 and 6 months
Between 6 and 9 months
Between 9 and 12 months
Between 12 and 18 months
Between 18 and 24 months
Between 24 and 30 months
Between 30 and 36 months
Between 3 and 5 years
Between 5 and 7 years
More than 7 years
How many doctors refused at first, before finding one who would accept?
None. The first doctor I asked said yes
One. The second doctor I asked said yes
Two. The third doctor I asked said yes
Three. The fourth doctor I asked said yes
Four. The fifth doctor I asked said yes
Five. The sixth doctor I asked said yes
Six. The seventh doctor I asked said yes
Seven. The eighth doctor I asked said yes
Eight. The ninth doctor I asked said yes
I asked more than 10 doctors before finding one who said yes
Primary Reason to Not Have Children
Aversion towards children ("I don't like children")
Current state of the world
Environmental (including overpopulation)
Eugenics ("I have 'bad genes'")
I already raised somebody else who isn't my child
Lack of interest towards parenthood ("I don't want to raise children")
Maybe interested for parenthood, but not suited for parenthood
Medical ("I have a condition that makes conceiving/bearing/birthing children difficult, dangerous or lethal")
Philosophical / Moral (e.g. antinatalism)
Tokophobia (aversion/fear of pregnancy and/or chidlbirth)
95.50% of childfree people are pro-choice, however only 55.93% of childfree people support financial abortion.
I'm a student and my future job/career will heavily makes me interact with children on a daily basis
I'm retired, but I used to have a job that heavily makes me interact with children on a daily basis
I'm unemployed, but I used to have a job that heavily makes me interact with children on a daily basis
No, I do not have a job that makes me heavily interact with children on a daily basis
Yes, I do have a job that heavily makes me interact with children on a daily basis
This section solely existed to sift the childfree from the fencesitters and the non childfree in order to get answers only from the childfree. Childfree, as it is defined in the subreddit, is "I do not have children nor want to have them in any capacity (biological, adopted, fostered, step- or other) at any point in the future." 70.29% of participants actually identify as childfree, slightly up from the 2019 survey, where 68.5% of participants identified as childfree. This is suprising in reflection of the overall reputation of the subreddit across reddit, where the subreddit is often described as an "echo chamber".
The demographics remain largely consistent with the 2019 survey. However, the 2019 survey collected demographic responses from all participants in the survey, removing those who did not identify as childfree when querying subreddit specific questions, while the 2020 survey only collected responses from people who identified as childfree. This must be considered when comparing results. 82.25% of the participants are under 35, compared with 85% of the subreddit in the 2019 survey. A slight downward trend is noted compared over the last two years suggesting the userbase may be getting older on average. 73.04% of the subreddit identify as female, compared with 71.54% in the 2019 survey. Again, when compared with the 2019 survey, this suggests a slight increase in the number of members who identify as female. This is in contrast to the overall membership of Reddit, estimated at 74% male according to Reddit's Wikipedia page [https://en.wikipedia.org/wiki/Reddit#Users_and_moderators]. The ratio of members who identify as heterosexual remained consistent, from 54.89% in the 2019 survey to 55.20% in the 2020 survey. Ethnicity wise, 77% of members identified as primarily Caucasian, consistent with the 2019 results. While the ethnicities noted to be missing in the 2019 survey have been included in the 2020 survey, some users noted the difficulty of responding when fitting multiple ethnicities, and this will be addressed in the 2021 survey.
As it did in the 2019 survey, this section highlights the stereotype of childfree people as being well educated. 2.64% of participants did not complete high school, which is a slight decrease from the 2019 survey, where 4% of participants did not graduate high school. However, 6.02% of participants are under 18, compared with 8.22% in the 2019 survey. 55% of participants have a bachelors degree or higher, while an additional 23% have completed "some college or university". At the 2020 survey, the highest percentage of responses under the: What is your degree/major? question fell under "I don't have a degree or a major" (20.12%). Arts and Humanities, and Computer Science have overtaken Health Sciences and Engineering as the two most popular majors. However, the list of majors was pared down to general fields of study rather than highly specific degree majors to account for the significant diversity in majors studied by the childfree community, which may account for the different results.
Career and Finances
The highest percentage of participants at 21.61% listed themselves as trained professionals. One of the stereotypes of the childfree is of wealth. However this is not demonstrated in the survey results. 70.95% of participants earn under $60,000 USD per annum, while 87.85% earn under $90,000 per annum. 21.37% are earning under $15,000 per annum. 1065 participants, or 21.10% chose not to disclose this information. It is possible that this may have skewed the results if a significant proportion of these people were our high income earners, but impossible to explore. A majority of our participants work between 30 and 50 hours per week (75.65%) which is slightly increased from the 2019 survey, where 71.2% of participants worked between 30 and 50 hours per week.
The location responses are largely similar to the 2019 survey with a majority of participants living in a suburban and urban area. 86.24% of participants in the 2020 survey live in urban and suburban regions, with 86.7% of participants living in urban and suburban regions in the 2019 survey. There is likely a multifactorial reason for this, encompassing the younger, educated skew of participants and the easier access to universities and employment, and the fact that a majority of the population worldwide localises to urban centres. There may be an element of increased progressive social viewpoints and identities in urban regions, however this would need to be explored further from a sociological perspective to draw any definitive conclusions. A majority of our participants (57.47%) were born in the USA. The United Kingdom (7.6%), Canada (7.17%), Australia (3.58%) and Germany (2.17%) encompass the next 4 most popular responses. This is largely consistent with the responses in the 2019 survey.
Religion and Spirituality
For the 2020 survey Christianity (the most popular result in 2019) was split into it's major denominations, Catholic, Protestant, Anglican, among others. This appears to be a linguistic/location difference that caused a lot of confusion among some participants. However, Catholicism at 30.76% remained the most popular choice for the religion participants were raised in. However, of our participant's current faith, Aetheism at 36.23% was the most popular choice. A majority of 78.02% listed their current religion as Aetheist, no religious or spiritual beliefs, or Agnostic. A majority of participants (61%) rated religion as "not at all influential" to the childfree choice. This is consistent with the 2019 survey where 62.8% rated religion as "not at all influential". Despite the high percentage of participants who identify as aetheist or agnostic, this does not appear to be related to or have an impact on the childfree choice.
Romantic and Sexual Life
60.19% of our participants are in a relationship at the time of the survey. This is consistent with the 2019 survey, where 60.7% of our participants were in a relationship. A notable proportion of our participants are listed as single and not looking (25.81%) which is consistent with the 2019 survey. Considering the frequent posts seeking dating advice as a childfree person, it is surprising that such a high proportion of the participants are not actively seeking out a relationship. Unsurprisingly 90.13% of our participants would not consider dating someone with children. 84% of participants with partners of some kind have at least one childfree partner. This is consistent with the often irreconcilable element of one party desiring children and the other wishing to abstain from having children.
Childhood and Family Life
Overall, the participants skew towards a happier childhood.
While just under half of our participants wish to be sterilised, 45.21%, only 12.2% have been successful in achieving sterilisation. This is likely due to overarching resistance from the medical profession however other factors such as the logistical elements of surgery and the cost may also contribute. There is a slight increase from the percentage of participants sterilised in the 2019 survey (11.7%). 29.33% of participants do not wish to be or need to be sterilised suggesting a partial element of satisfaction from temporary birth control methods or non-necessity of contraception due to their current lifestyle practices. Participants who indicated that they do not wish to be sterilised or haven't achieved sterilisation were excluded from the percentages where necessary in this section. Of the participants who did achieve sterilisation, a majority began the search between 19 and 29, with the highest proportion being in the 19-24 age group (35.85%) This is a marked increase from the 2019 survey where 27.3% of people who started the search were between 19-24. This may be due to increased education about permanent contraception or possibly due to an increase in instability around world events. The majority of participants who sought out and were successful at achieving sterilisation, were however in the 25-29 age group (37.9%). This is consistent with the 2019 survey results. The time taken between seeking out sterilisation and achieving it continues to increase, with only 50.46% of participants achieving sterilisation in under 3 months. This is a decline from the number of participants who achieved sterilisation in 3 months in the 2019 survey (58.5%). A potential cause of this decrease is to Covid-19 shutdowns in the medical industry leading to an increase in procedure wait times. The proportion of participants who have had one or more doctors refuse to perform the procedure has stayed consistent between the two surveys.
The main reasons for people choosing the childfree lifestyle are a lack of interest towards parenthood and an aversion towards children which is consistent with the 2019 survey. Of the people surveyed 67.06% are pet owners or involved in a pet's care, suggesting that this lack of interest towards parenthood does not necessarily mean a lack of interest in all forms of caretaking. The community skews towards a dislike of children overall which correlates well with the 87.81% of users choosing "no, I do not have, did not use to have and will not have a job that makes me heavily interact with children on a daily basis" in answer to, "do you have a job that heavily makes you interact with children on a daily basis?". This is an increase from the 2019 survey. A vast majority of the subreddit identifes as pro-choice (95.5%), a slight increase from the 2019 results. This is likely due to a high level of concern about bodily autonomy and forced birth/parenthood. However only 55.93% support financial abortion, aka for the non-pregnant person in a relationship to sever all financial and parental ties with a child. This is a marked decrease from the 2019 results, where 70% of participants supported financial abortion. Most of our users realised that did not want children young. 58.72% of participants knew they did not want children by the age of 18, with 95.37% of users realising this by age 30. This correlates well with the age distribution of participants. Despite this early realisation of our childfree stance, 80.59% of participants have been "bingoed" at some stage in their lives.
Participants who identify as childfree were asked about their interaction with and preferences with regards to the subreddit at large. Participants who do not meet our definition of being childfree were excluded from these questions. By and large our participants were lurkers (72.32%). Our participants were divided on their favourite flairs with 38.92% selecting "I have no favourite". The next most favourite flair was "Rant", at 16.35%. Our participants were similarly divided on their least favourite flair, with 63.40% selecting "I have no least favourite". In light of these results the flairs on offer will remain as they have been through 2019. With regards to "lecturing" posts, this is defined as a post which seeks to re-educate the childfree on the practices, attitudes and values of the community, particularly with regards to attitudes towards parenting and children, whether at home or in the community. A commonly used descriptor is "tone policing". A small minority of the survey participants (3.36%) selected "yes" to allowing all lectures, however 33.54% responded "yes" to allowing polite, respectful lectures only. In addition, 45.10% of participants indicated that they were not sure if lectures should be allowed. Due to the ambiguity of responses, lectures will continue to be not allowed and removed. Many of our participants (36.87%) support the use of terms such as breeder, mombie/moo, daddict/duh on the subreddit, with a further 32.63% supporting use of these terms in context of bad parents only. This is a slight drop from the 2019 survey. In response to this use of the above and similar terms to describe parents remains permitted on this subreddit. However, we encourage users to keep the use of these terms to bad parents only. 44.33% of users support the use of terms to describe children such as crotchfruit on the subreddit, a drop from 55.3% last year. A further 25.80% of users supporting the use of this and similar terms in context of bad children only, an increase from 17.42% last year. In response to this use of the above and similar terms to describe children remains permitted on this subreddit. 69.17% of participants answered yes to allowing parents to post, provided they stay respectful. In response to this, parent posts will continue to be allowed on the subreddit. As for regret posts, which were to be revisited in this year's survey, only 9.5% of participants regarded them as their least favourite post. As such they will continue to stay allowed. 64% of participants support under 18's who are childfree participating in the subreddit with a further 19.59% allowing under 18's to post dependent on context. Therefore we will continue to allow under 18's that stay within the overall Reddit age requirement. There was divide among participants as to whether "newbie" questions should be removed. An even spread was noted among participants who selected remove and those who selected to leave them as is. We have therefore decided to leave them as is. 73.80% of users selected "yes, in their own post, with their own "Leisure" flair" to the question, "Should posts about pets, travel, jetskis, etc be allowed on the sub?" Therefore we will continue to allow these posts provided they are appropriately flaired.
Thank you to our participants who contributed to the survey. This has been an unusual and difficult year for many people. Stay safe, and stay childfree.
The Challenges of Designing a Modern Skill, Part 3
Okay, Wendy’s or Walgreens or whoever, I don’t care who you are, you’re listening to the rest.
Introduction to Part 3
Welcome back one last time to “The Challenges of Designing a Modern Skill,” a series where we discuss all aspects of skill design and development. In Part 1, we talked about OSRS’s history with skills, and started the lengthy conversation on Skill Design Philosophy, including the concepts of Core, Expansion, and Integration. This latter topic consumed the entirety of Part 2 as well, which covered Rewards and Motivations, Progression, Buyables, as well as Unconstructive Arguments. Which brings us to today, the final part of our discussion. In this Part 3, we’ll finish up Section 3 – Skill Design Philosophy, then move on to chat about the design and blog process. One last time, this discussion was intended to be a single post, but its length outgrew the post character limit twice. Therefore, it may be important to look at the previous two parts for clarity and context with certain terms. The final product, in its purest, aesthetic, and unbroken form, can be found here.
3-C – Skill Design Philosophy, Continued
3-12 - Balancing
What follows from the discussion about XP and costs, of course, is balancing: the bane of every developer. A company like Riot knows better than anyone that having too many factors to account for makes good balance impossible. Balancing new ideas appropriately is extremely challenging and requires a great respect for current content as discussed in Section 3-5 – Integration. Thankfully, in OSRS we only have three major balancing factors: Profit, XP Rate, and Intensity, and two minor factors: Risk and Leniency. These metrics must amount to some sense of balance (besides Leniency, which as we’ll see is the definition of anti-balance) in order for a piece of content to feel like it’s not breaking the system or rendering all your previous efforts meaningless. It’s also worthy to note that there is usually a skill-specific limit to the numerical values of these metrics. For example, Runecrafting will never receive a training method that grants 200k xp/hr, while for Construction that’s easily on the lower end of the scale. A basic model works better than words to describe these factors, and therefore, being the phenomenal artist that I am, I have constructed one, which I’ve dubbed “The Guthix Scale.” But I’ll be cruel and use words anyway.
Profit: how much you gain from a task, or how much you lose. Gain or loss can include resources, cosmetics, specialized currencies, good old gold pieces, or anything on that line.
XP Rate: how fast you gain XP.
Intensity: how much effort (click intensity), attention (reaction intensity), and thought (planning intensity) you need to put into the activity to perform it well.
Risk: how likely is the loss of your revenue and/or resource investment into the activity. Note that one must be careful with risk, as players are very good at abusing systems intended to encourage higher risk levels to minimize how much they’re actually risking.
Leniency: a measure for how imbalanced a piece of content can be before the public and/or Jagex nerfs it. Leniency serves as a simple modulator to help comprehend when the model breaks or bends in unnatural ways, and is usually determined by how enjoyable and abusable an activity is, such that players don’t want to cause an outrage over it. For example, Slayer has a high level of Leniency; people don’t mind that some Slayer tasks grant amazing XP Rates, great Profits, have middling Intensity, and low Risk. On the other hand, Runecrafting has low levels of Leniency; despite low Risk, many Runecrafting activities demand high Intensity for poor XP Rates and middling Profits.
In the end, don’t worry about applying specific numbers during the conceptual phase of your skill design. However, when describing an activity to your reader, it’s always useful if you give approximations, such as “high intensity” or “low risk,” so that they get an idea of the activity’s design goals as well as to guide the actual development of that activity. Don’t comment on the activity’s Leniency though, as that would be pretty pretentious and isn’t for you to determine anyway.
3-13 - Skill Bloat
What do the arts of weaving, tanning, sowing, spinning, pottery, glassmaking, jewellery, engraving, carving, chiselling, carpentry, and even painting have in common? In real life, there’s only so much crossover between these arts, but in Runescape they’re all simply Crafting. The distinction between what deserves to be its own skill or instead tagged along to a current skill is often arbitrary; this is the great challenge of skill bloat. The fundamental question for many skill concepts is: does this skill have enough depth to stand on its own? The developers of 2006 felt that there was sufficient depth in Construction to make it something separate from Crafting, even if the latter could have covered the former. While there’s often no clean cut between these skills (why does making birdhouses use Crafting instead of Construction?), it is easy to see that Construction has found its own solid niche that would’ve been much too big to act as yet another Expansion of Crafting. On the other hand, a skill with extremely limited scope and value perhaps should be thrown under the umbrella of a larger skill. Take Firemaking: it’s often asked why it deserves to be its own skill given how limited its uses are. This is one of those ideas that probably should have just been thrown under Crafting or even Woodcutting. But again, the developers who made early Runescape did not battle with the same ideas as the modern player; they simply felt like Firemaking was a good idea for a skill. Similarly, the number of topics that the Magic skill covers is so often broken down in other games, like Morrowind’s separation between Illusion, Conjuration, Alteration, Destruction, Mysticism, Restoration, Enchant, Alchemy (closer to Herblore), and Unarmored (closer to Strength and Defense). Why does Runescape not break Magic into more skills? The answer is simple: Magic was created with a much more limited scope in Runescape, and there has not been enough content in any specific magical category to justify another skill being born. But perhaps your skill concept seeks to address this; maybe your Enchantment skill takes the enchanting aspects of Magic away, expands the idea to include current imbues and newer content, and fully fleshes the idea out such that the Magic skill alone cannot contain it. Somewhat ironically, Magic used to be separated into Good and Evil Magic skills in Runescape Classic, but that is another topic. So instead of arguments about what could be thrown under another skill’s umbrella, perhaps we should be asking: is there enough substance to this skill concept for it to stand on its own, outside of its current skill categorization? Of course, this leads to a whole other debate about how much content is enough for a skill idea to deserve individuality, but that would get too deep into specifics and is outside the scope of this discussion.
3-14 - Skill Endgame
Runescape has always been a sandbox MMO, but the original Runescape experience was built more or less with a specific endgame in mind: killing players and monsters. Take the Runescape Classic of 2001: you had all your regular combat skills, but even every other skill had an endgame whose goal was helping combat out. Fishing, Firemaking, and Cooking would provide necessary healing. Smithing and Crafting, along with their associated Gathering skill partners, served to gear you up. Combat was the simple endgame and most mechanics existed to serve that end. However, since those first days, the changing endgame goals of players have promoted a vast expansion of the endgame goals of new content. For example, hitting a 99 in any non-combat skill is an endgame goal in itself for many players, completely separate from that skill’s combat relationship (if any). These goals have increased to aspects like cosmetic collections, pets, maxed stats, all quests completed, all diaries completed, all music tracks unlocked, a wealthy bank, the collection log, boss killcounts, and more. Whereas skills used to have a distinct part of a system that ultimately served combat, we now have a vast variety of endgame goals that a skill can be directed towards. You can even see a growth in this perspective as new skills were released up to 2007: Thieving mainly nets you valuable (or once valuable) items which have extremely flexible uses, and Construction has a strong emphasis on cosmetics for your POH. So when designing your new skill, contemplate what the endgame of your skill looks like. For example, if you are proposing a Gathering skill, what is the Production skill tie-in, and what is the endgame goal of that Production skill? Maybe your new skill Spelunking has an endgame in gathering rare collectibles that can be shown off in your POH. Maybe your new skill Necromancy functions like a Support skill, giving you followers that help speed along resource gathering, and letting you move faster to the endgame goal of the respective Production skill. Whatever it is, a proper, clear, and unified view of an endgame goal helps a skill feel like it serves a distinct and valuable purpose. Note that this could mean that you require multiple skills to be released simultaneously for each to feed into each other and form an appropriate endgame. In that case, go for it – don’t make it a repeat of RS3’s Divination, a Gathering skill left hanging without the appropriate Production skill partner of Invention for over 2 years. A good example of a skill with a direct endgame is… most of them. Combat is a well-accepted endgame, and traditionally, most skills are intended to lend a hand in combat whether by supplies or gear. A skill with a poor endgame would be Hunter: Hunter is so scattered in its ultimate endgame goals, trying to touch on small aspects of everything like combat gear, weight reduction, production, niche skilling tools, and food. There’s a very poor sense of identity to Hunter’s endgame, and it doesn’t help that very few of these rewards are actually viable or interesting in the current day. Similarly, while Slayer has a strong endgame goal it is terrible in its methodology, overshadowing other Production skills in their explicit purpose. A better design for Slayer’s endgame would have been to treat it as a secondary Gathering skill, to work almost like a catalyst for other Gathering-Production skill relationships. In this mindset, Slayer is where you gather valuable monster drops, combine it with traditional Gathering resources like ores from Mining, then use a Production skill like Smithing to meld them into the powerful gear that is present today. This would have kept other Gathering and Production skills at the forefront of their specialities, in contrast to today’s situation where Slayer will give fully assembled gear that’s better than anything you could receive from the appropriate skills (barring a few items that need a Production skill to piece together).
3-15 - Alternate Goals
From a game design perspective, skills are so far reaching that it can be tempting to use them to shift major game mechanics to a more favourable position. Construction is an example of this idea in action: Construction was very intentionally designed to be a massive gold sink to help a hyperinflating economy. Everything about it takes gold out of the game, whether through using a sawmill, buying expensive supplies from stores, adding rooms, or a shameless piece of furniture costing 100m that is skinned as, well, 100m on a shameless piece of furniture. If you’re clever about it, skills are a legitimately good opportunity for such change. Sure, the gold sink is definitely a controversial feature of Construction, but for the most part it’s organic and makes sense; fancy houses and fancy cosmetics are justifiably expensive. It is notable that the controversy over Construction’s gold sink mechanism is probably levied more against the cost of training, rather than the cost of all its wonderful aesthetics. Perhaps that should have been better accounted for in its design phase, but now it is quite set in stone. To emphasize that previous point: making large scale changes to the game through a new skill can work, but it must feel organic and secondary to the skill’s main purpose. Some people really disliked Warding because they felt it tried too hard to fix real, underlying game issues with mechanics that didn’t thematically fit or were overshadowing the skill’s Core. While this may or may not be true, if your new skill can improve the game’s integrity without sacrificing its own identity, you could avoid this argument entirely. If your skill Regency has a Core of managing global politics, but also happens to serve as a resource sink to help your failing citizens, then you’ve created a strong Core design while simultaneously improving the profitability of Gathering skills.
3-16 - The Combat No-Touch Rule
So, let’s take a moment to examine the great benefits and rationale of RS2’s Evolution of Combat: This space has been reserved for unintelligible squabbling. With that over, it’s obvious that the OSRS playerbase is not a big fan of making major changes to the combat system. If there’s anything that defines the OSRS experience, it has to be the janky and abusable combat system that we love. So, in the past 7 years of OSRS, how many times have you heard someone pitch a new combat skill? Practically no one ever has; a new combat skill, no matter how miniscule, would feel obtrusive to most players, and likely would not even receive 25% of votes in a poll. This goes right back to Section 3-5 – Integration, and the importance of preserving the fundamentals of OSRS’s design. I know that my intention with this discussion was to be as definitive about skill design as possible, and in that spirit I should be delving into the design philosophy specifically behind combat skills, but I simply don’t see the benefit of me trying, and the conversation really doesn’t interest me that much. It goes without saying that as expansive as this discussion is, it does not cover every facet of skill design, which is a limitation both of my capabilities and desire to do so.
3-17 - Aesthetics
I don’t do aesthetics well. I like them, I want them, but I do not understand them; there are others much better equipped to discuss this topic than I. Nonetheless, here we go. Since the dawn of OSRS, debates over art style and aesthetics have raged across Gielinor. After all, the OSRS Team is filled with modern day artists while OSRS is an ancient game. What were they supposed to do? Keep making dated graphics? Make content with a modernized and easily digestible style? Something in-between? While many players shouted for more dated graphics, they were approached by an interesting predicament: which dated graphics did they want? We had a great selection present right from the start of OSRS: 2002, 2003, 2004, 2005, 2006, and 2007. People hungry for nostalgia chose the era that they grew up in, leading to frequent requests for older models like the dragon or imp, most of which were denied by Jagex (except the old Mining rock models). But which era was OSRS supposed to follow? Jagex elected to carve their own path, but not without heavy criticism especially closer to OSRS’s conception. However, they adapted to player requests and have since gone back and fixed many of the blatant early offenders (like the Kingdom of Kourend) and adopted a more consistent flavour, one that generally respects the art style of 2007. Even though it doesn’t always hit the mark, one has to appreciate the OSRS artists for making their best attempt and listening to feedback, and here’s to hoping that their art style examination mentioned in June 2020’s Gazette bears fruit. But what exactly is the old school art style? There are simple systems by which most players judge it in OSRS, usually by asking questions like, “Would you believe if this existed in 2007?” More informed artists will start pointing out distinct features that permeated most content from back in the day, such as low quality textures, low poly models, low FPS animations, a “low fantasy” or grounded profile that appeals somewhat to realism, reducing cartoonish exaggerations, and keeping within the lore. Compiled with this, music and sound design help that art style come to life; it can be very hard on immersion when these don’t fit. An AGS would sound jarring if its special attack sounded like a weak dagger stab, and having to endure Country Jig while roaming Hosidius suddenly sweeps you off into a different universe. But coming back to skill design, the art, models, and sound design tend to be some of the last features, mostly because the design phase doesn’t demand such a complete picture of a skill. However, simple concept art and models can vastly improve how a skill concept is communicated and comfort players who are concerned about maintaining that “old school feel.” This will be touched on again later in this discussion under Section 5-2 – Presentation and Beta Testing.
3-18 - Afterword
Now we’ve set down the modern standards for a new skill, but the statements that started this section bear repeating: the formula we’ve established does not automatically make a good or interesting skill, as hard as we might have tried. Once again, harken back to the First Great Irony: that we are trying to inject the modern interpretation of what defines a skill upon a game that was not necessarily built to contain it. Therefore, one could just as easily deny each of the components described above, as popular or unpopular as the act might be, and their opinion could be equally valid and all this effort meaningless. Don’t take these guidelines with such stringency as to disregard all other views.
5-0 - The OSRS Team and the Design Process
If you’ve followed me all the way here, you’re likely A) exhausted and fed up of any conversation concerning new skills, or B) excited, because you’ve just struck an incredible skill idea (or perhaps one that’s always hung around your head) that happens to tick off all the above checkboxes. But unfortunately for you B types, it’s about to get pretty grim, because we’re going to go through every aspect of skill design that’s exterior to the game itself. We’ll be touching on larger topics like democracy, presentation, player mindsets, effort, and resource consumption. It’ll induce a fantastic bout of depression, so don’t get left behind.
5-1 - Designing a Skill
Thus far, Jagex has offered three potential skills to OSRS, each of which has been denied. This gives us the advantage of understanding how the skill design process works behind the scenes and lets us examine some of the issues Jagex has faced with presenting a skill to the players. The first problem is the “one strike and you’re out” phenomenon. Simply put, players don’t like applying much effort into reading and learning. They’ll look at a developer blog highlighting a new skill idea, and if you’re lucky they’ll even read the whole thing, but how about the second developer blog? The third? Fourth? Even I find it hard to get that far. In general, people don’t like long detail-heavy essays or blogs, which is why I can invoke the ancient proverb “Ban Emily” into this post and it’ll go (almost) completely unnoticed. No matter how many improvements you make between developer blogs, you will quickly lose players with each new iteration. Similarly, developer blogs don’t have the time to talk about skill design philosophy or meta-analyse their ideas – players would get lost far too fast. This is the Second Great Irony of skill design: the more iterations you have of a lengthy idea, the less players will keep up with you. This was particularly prominent with Warding: Battle Wards were offered in an early developer blog but were quickly cut when Jagex realized how bad the idea was. Yet people would still cite Battle Wards as the reason they voted against Warding, despite the idea having been dropped several blogs before. Similarly, people would often comment that they hated that Warding was being polled multiple times; it felt to them like Jagex was trying to brute-force it into the game. But Warding was only ever polled once, and only after the fourth developer blog - the confusion was drawn from how many times the skill was reiterated and from the length of the public design process. Sure, there are people for whom this runs the opposite way; they keep a close eye on updates and judge a piece of content on the merits of the latest iteration, but this is much less common. You could argue that one should simply disregard the ignorant people as blind comments don't contribute to the overall discussion, but you should remember that these players are also the ones voting for the respective piece of content. You could also suggest re-educating them, which is exactly what Jagex attempts with each developer blog, and still people won’t get the memo. And when it comes to the players themselves, can the playerbase really be relied on to re-educate itself? Overall, the Second Great irony really hurts the development process and is practically an unavoidable issue. What’s the alternative? To remove the developer-player interface that leads to valuable reiterations, or does you simply have to get the skill perfect in the first developer blog? It’s not an optimal idea, but it could help: have a small team of “delegates” – larger names that players can trust, or player influencers – come in to review a new, unannounced skill idea under NDA. If they like it, chances are that other players will too. If they don’t, reiterate or toss out the skill before it’s public. That way, you’ve had a board of experienced players who are willing to share their opinions to the public helping to determine the meat and potatoes of the skill before it is introduced to the casual eye. Now, a more polished and well-accepted product can be presented on the first run of selling a skill to the public, resulting in less reiterations being required, and demanding less effort from the average player to be fully informed over the skill’s final design.
5-2 - Presentation and Beta Testing
So you’ve got a great idea, but how are you going to sell it to the public? Looking at how the OSRS Team has handled it throughout the years, there’s a very obvious learning curve occurring. Artisan had almost nothing but text blogs being thrown to the players, Sailing started introducing some concept art and even a trailer with terrible audio recording, and Warding had concept art, in game models, gifs, and a much fancier trailer with in-game animations. A picture or video is worth a thousand words, and often the only words that players will take out of a developer blog. You might say that presentation is everything, and that would be more true in OSRS than most games. Most activities in OSRS are extremely basic, involve minimal thought, and are incredibly grindy. Take Fishing: you click every 20 seconds on a fishing spot that is randomly placed along a section of water, get rid of your fish, then keep clicking those fishing spots. Boiling it down further, you click several arbitrary parts of your computer screen every 20 seconds. It’s hardly considered engaging, so why do some people enjoy it? Simply put: presentation. You’re given a peaceful riverside environment to chill in, you’re collecting a bunch of pixels shaped like fish, and a number tracking your xp keeps ticking up and telling you that it matters. Now imagine coming to the players with a radical new skill idea: Mining. You describe that Mining is where you gather ores that will feed into Smithing and help create gear for players to use. The audience ponders momentarily, but they’re not quite sure it feels right and ask for a demonstration. You show them some gameplay, but your development resources were thin and instead of rocks, you put trees as placeholders. Instead of ores in your inventory, you put logs as placeholders. Instead of a pickaxe, your character is swinging a woodcutting axe as a placeholder. Sure, the mechanics might act like mining instead of woodcutting, but how well is the skill going to sell if you haven’t presented it correctly or respected it contextually? Again, presentation is everything. Players need to be able to see the task they are to perform, see the tools they’ll use, and see the expected outcomes; otherwise, whatever you’re trying to sell will feel bland and unoriginal. And this leads to the next level of skill presentation that has yet to be employed: Beta Worlds. Part of getting the feel of an activity is not just watching, it but acting it out as well - you’ll never understand the thrill of skydiving unless you’ve actually been skydiving. Beta Worlds are that chance for players to act out a concept without risking the real game’s health. A successful Beta can inspire confidence in players that the skill has a solid Core and interesting Expansions, while a failed Beta will make them glad that they got to try it and be fully informed before putting the skill to a poll (although that might be a little too optimistic for rage culture). Unfortunately, Betas are not without major disadvantages, the most prominent of which we shall investigate next.
5-3 - Development Effort
If you thought that the previous section on Skill Design Philosophy was lengthy and exhausting, imagine having to know all that information and then put it into practice.Mentally designing a skill in your head can be fun, but putting all that down on paper and making it actually work together, feel fully fleshed out, and following all the modern standards that players expect is extremely heavy work, especially when it’s not guaranteed to pay off in the polls like Quest or Slayer content. That’s not even taking into account the potentially immense cost of developing a new skill should it pass a poll. Whenever people complain that Jagex is wasting their resources trying to make that specific skill work, Jagex has been very explicit about the costs to pull together a design blog being pretty minimal. Looking at the previous blogs, Jagex is probably telling the truth. It’s all just a bunch of words, a couple art sketches, and maybe a basic in-game model or gif. Not to downplay the time it takes to write well, design good models, or generate concept art, but it’s nothing like the scale of resources that some players make it out to be. Of course, if a Beta was attempted as suggested last section, this conversation would take a completely new turn, and the level of risk to invested resources would exponentially increase. But this conversation calls to mind an important question: how much effort and resources do skills require to feel complete? Once upon a time, you could release a skill which was more or less unfinished. Take Slayer: it was released in 2005 with a pretty barebones structure. The fundamentals were all there, but the endgame was essentially a couple cool best-in-slot weapons and that was it. Since then, OSRS has updated the skill to include a huge Reward Shop system, feature 50% more monsters to slay, and to become an extremely competitive money-maker. Skills naturally undergo development over time, but it so often comes up during the designing of an OSRS skill that it "doesn't have enough to justify its existence." This was touched on deeply in Section 3-13 – Skill Bloat, but deserves reiterating here. While people recognize that skills continually evolve, the modern standard expects a new skill, upon release, to be fully preassembled before purchase. Whereas once you could get away with releasing just a skill's Core and working on Expansions down the line, that is no longer the case. But perhaps a skill might stand a better chance now than it did last year, given that the OSRS Team has doubled in number since that time. However, judging from the skill design phases that have previously been attempted (as we’ve yet to see a skill development phase), the heaviest cost has been paid in developer mentality and motivational loss. When a developer is passionate about an idea, they spend their every waking hour pouring their mind into how that idea is going to function,especially while they’re not at work. And then they’re obligated to take player feedback and adapt their ideas, sometimes starting from scratch, particularly over something as controversial as a skill. Even if they have tough enough skin to take the heavy criticism that comes with skill design, having to write and rewrite repeatedly over the same idea to make it “perfect” is mentally exhausting. Eventually, their motivation drains as their labour bears little fruit with the audience, and they simply want to push it to the poll and be done with it. Even once all their cards are down, there’s still no guarantee that their efforts will be rewarded, even less so when it comes to skills. With such a high mental cost with a low rate of success, you have to ask, “Was it worth it?” And that’s why new skill proposals are far and few between. A new skill used to be exciting for the development team in the actual days of 2007, as they had the developmental freedom to do whatever they wanted, but in the modern day that is not so much the case.
5-4 - The Problems of Democracy
Ever since the conceptualization of democracy in the real world, people have been very aware of its disadvantages. And while I don’t have the talent, knowledge, or time to discuss every one of these factors, there are a few that are very relevant when it comes to the OSRS Team and the polling process. But first we should recognize the OSRS Team’s relationship with the players. More and more, the Team acts like a government to its citizens, the players, and although this situation was intentionally instated with OSRS’s release, it’s even more prominent now. The Team decides the type of content that gets to go into a poll, and the players get their input over whether that particular piece makes it in. Similarly, players make suggestions to the Team that, in many cases, the Team hadn’t thought of themselves. This synergy is phenomenal and almost unheard of among video games, but the polling system changes the mechanics of this relationship. Polls were introduced to the burned and scarred population of players at OSRS’s release in 2013. Many of these players had just freshly come off RS2 after a series of disastrous updates or had quit long before from other controversies. The Squeal of Fortune, the Evolution of Combat, even the original Wilderness Removal had forced numerous players out and murdered their trust in Jagex. To try and get players to recommit to Runescape, Jagex offered OSRS a polling system by which the players would determine what went into the game, where the players got to hold all the cards. They also asked the players what threshold should be required for polled items to pass, and among the odd 50% or 55% being shouted out, the vast majority of players wanted 70%, 75%, 80%, or even 85%. There was a massive population in favour of a conservative game that would mostly remain untouched, and therefore kept pure from the corruption RS2 had previously endured. Right from the start, players started noticing holes in this system. After all, the OSRS Team was still the sole decider of what would actually be polled in the first place. Long-requested changes took forever to be polled (if ever polled at all) if the OSRS Team didn’t want to deal with that particular problem or didn’t like that idea. Similarly, the Team essentially had desk jobs with a noose kept around their neck – they could perform almost nothing without the players, their slave masters, seeing, criticizing, and tearing out every inch of developmental or visionary freedom they had. Ever hear about the controversy of Erin the duck? Take a look at the wiki or do a search through the subreddit history. It’s pretty fantastic, and a good window into the minds of the early OSRS playerbase. But as the years have gone on, the perspective of the players has shifted. There is now a much healthier and more trusting relationship between them and the Team, much more flexibility in what the players allow the Team to handle, and a much greater tolerance and even love of change. But the challenges of democracy haven’t just fallen away. Everyone having the right to vote is a fundamental tenet of the democratic system, but unfortunately that also means that everyone has the right to vote. For OSRS, that means that every member, whether it’s their first day in game, their ten thousandth hour played, those who have no idea about what the poll’s about, those who haven’t read a single quest (the worst group), those who RWT and bot, those who scam and lure, and every professional armchair developer like myself get to vote. In short, no one will ever be perfectly informed on every aspect of the game, or at least know when to skip when they should. Similarly, people will almost never vote in favour of making their game harder, even at the cost of game integrity, or at least not enough people would vote in such a fashion to reach a 75% majority. These issues are well recognized. The adoption of the controversial “integrity updates” was Jagex’s solution to these problems. In this way, Jagex has become even more like a government to the players. The average citizen of a democratic country cannot and will not make major decisions that favour everyone around themselves if it comes at a personal cost. Rather, that’s one of the major roles of a government: to make decisions for changes for the common good that an individual can’t or won’t make on their own. No one’s going to willingly hand over cash to help repave a road on the opposite side of the city – that’s why taxes are a necessary evil. It’s easy to see that the players don’t always know what’s best for their game and sometimes need to rely on that parent to decide for them, even if it results in some personal loss. But players still generally like the polls, and Jagex still appears to respect them for the most part. Being the government of the game, Jagex could very well choose to ignore them, but would risk the loss of their citizens to other lands. And there are some very strong reasons to keep them: the players still like having at least one hand on the wheel when it comes to new content or ideas. Also, it acts as a nice veto card should Jagex try to push RS3’s abusive tactics on OSRS and therefore prevent such potential damage. But now we come to the topic of today: the introduction of a new skill. Essentially, a new skill must pass a poll in order to enter the game. While it’s easy to say, “If a skill idea is good enough, it’ll pass the threshold,” that’s not entirely true. The only skill that could really pass the 75% mark is not necessarily a well-designed skill, but rather a crowd-pleasing skill. While the two aren’t mutually exclusive, the latter is far easier to make than the former. Take Dungeoneering: if you were to poll it today as an exact replica of RS2’s version, it would likely be the highest scoring skill yet, perhaps even passing, despite every criticism that’s been previously emphasized describing why it has no respect for the current definition of “skill.” Furthermore, a crowd-pleasing skill can easily fall prey to deindividualization of vision and result in a bland “studio skill” (in the same vein as a “studio film”), one that feels manufactured by a board of soulless machines rather than a director’s unique creation. This draws straight back to the afore-mentioned issues with democracy: that people A) don’t always understand what they’re voting for or against, and B) people will never vote for something that makes their game tougher or results in no benefit to oneself. Again, these were not issues in the old days of RS2, but are the problems we face with our modern standards and decision making systems. The reality that must be faced is that the polling system is not an engine of creation nor is it a means of constructive feedback – it’s a system of judgement, binary and oversimplified in its methodology. It’s easy to interact with and requires no more than 10 seconds of a player’s time, a mere mindless moment, to decide the fate of an idea made by an individual or team, regardless of their deep or shallow knowledge of game mechanics, strong or weak vision of design philosophy, great or terrible understanding of the game’s history, and their awareness of blindness towards the modern community. It’s a system which disproportionately boils down the quality of discussion that is necessitated by a skill, which gives it the same significance as the question “Should we allow players to recolour the Rocky pet by feeding it berries?” with the only available answers being a dualistic “This idea is perfect and should be implemented exactly as outlined” or “This idea is terrible and should never be spoken of again.” So what do you do? Let Jagex throw in whatever they want? Reduce the threshold, or reduce it just for skills? Make a poll that lists a bunch of skills and forces the players to choose one of them to enter the game? Simply poll the question, “Should we have a new skill?” then let Jagex decide what it is? Put more options on the scale of “yes” to “no” and weigh each appropriately? All these options sound distasteful because there are obvious weaknesses to each. But that is the Third Great Irony we face: an immense desire for a new skill, but no realistic means to ever get one.
6-0 - Conclusion
I can only imagine that if you’ve truly read everything up to this point, it’s taken you through quite the rollercoaster. We’ve walked through the history of OSRS skill attempts, unconstructive arguments, various aspects of modern skill design philosophy, and the OSRS Team and skill design process. When you take it all together, it’s easy to get overwhelmed by all the thought that needs to go into a modern skill and all the issues that might prevent its success. Complexity, naming conventions, categorizations, integration, rewards and motivations, bankstanding and buyables, the difficulties of skill bloat, balancing, and skill endgames, aesthetics, the design process, public presentation, development effort, democracy and polling - these are the challenges of designing and introducing modern skills. To have to cope with it all is draining and maybe even impossible, and therefore it begs the question: is trying to get a new skill even worth it? Maybe. Thanks for reading. Tl;dr: Designing a modern skill requires acknowledging the vast history of Runescape, understanding why players make certain criticisms and what exactly they’re saying in terms of game mechanics, before finally developing solutions. Only then can you subject your ideas to a polling system that is built to oversimplify them.
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